In this topic I will be posting my ideas for new mobs, and I may update it at a later time as I get new ideas.
Hostile mobs:
Brigand
(Normal difficulty and up)
The Brigand is a human (or humanoid) based mob, they travel in groups of 2-5 similar to zombie pigmen. Their equipment is determined on spawn, it will randomly select a tool (pick, bow, hoe, shovel, axe, etc.) as it's weapon of choice and it's armor loadout. The quality of the items is dependant on how many days have passed, they will use wood weapons and have no armor till day 5; After that they will gain leather armor; After day 10, they will upgrade to stone equipment and can carry bows. This progresses until they have complete iron armors. However due to them being highway men they are not guaranteed to have a full armor set, or any armor at all.
Brigands are highway men and are abnormally smart for common mobs. They gravitate towards light sources (ignoring sunlight and lava). If they encounter a chest in (plain) sight they will steal it's contents (and will drop them on death).
When encountering a player, a prompt will appear with them asking for a item of moderate to high value (gold, diamond, redstone, etc.) and if you do not pay them they will attack you. If you choose to pay them off they will become passive (unless attacked) for the rest of the day/night cycle, if you encounter them after that they will demand more payment.
If they are chasing a player they will open doors (or push buttons connected to doors), and will destroy blocks if they cannot path find around them (So long as they have aggro on the player). On the off chance you get killed by them, you will lose everything in your inventory and instead of warping back to spawn you will respawn at the location of death (the brigands will be teleported elsewhere) and the time of day will shift equal of 5 minutes of gameplay.
Due to brigand's humanoid nature they will be attacked by and will actively attack other mobs (maybe even other groups of brigades).
Brigands can only spawn on areas above sea level and only in areas with light level above 3 (Therefore hard to make a monster grinder out of). They also will not spawn closer then 48 blocks of the player. Brigands also do not despawn like typical mobs, when you leave the chunk they are in they will be converted into block form and stored until you go near the chunk again.
Bandit
(Hard difficulty and up(?))
Bandits are the brigand's smarter and more vindictive cousin. Like the brigand they will gravitate towards light sources, unlike them they will also investigate non-natural blocks (planks, cobblestone, iron blocks, wool, tilled dirt, fences, rails, etc.) and will open doors and push buttons/levers they come across. They also will open any doors they path find through and will non-natural blocks in their way if they see something interesting (such as a chest or a gold block). They will also destroy and collect redstone wires that they come across (but not if there's a nearby lever they can pull).
They also may spawn with flint and tinder and/or a block of TNT (About a 33% chance of the group having flint& tinder, and about a 15% chance of them having TNT). If they have found a non-natural structure they will destroy it after seeking out any valuables (they will auto-detect any nearby chests or furnaces for example) they will use them depending on the situation (they will ignite wood or other burnable blocks, or place tnt in the case of a construct like cobblestone). If they did not spawn with either of those two items they will instead destroy light sources in the house.
If encountered by the player they will attack on sight unlike the brigades, if the player is 'killed' they will lose all their items and will respawn at the place of death at night.
If they come across a pressure plate, it runs a check to see if the 8 adjacent blocks are the same type as the plate, if not they will avoid it (or break it if they cannot find another way). If they are encountered when ransacking a house they will attempt to ambush the player.
Unlike all previous mobs, they operate from 'hideouts' They only can spawn in these rareish buildings (Which only spawn above sea level, and having a chance of also appearing in above sea-level caves). Any items they have stolen will appear in them (and some they have not, like a dungeon). Unlike a mob spawner in a dungeon, it uses traps; For simplicity's sake they do not require redstone wiring to work and simply attribute a button/plate/lever to a trap. Traps can range from dispensers, to pitfalls, to tnt, to lava. Depending on the size and difficulty of the hide out the chests will have better contents. When you come across them there is a chance bandits will automatically spawn inside (greater chances occurring for larger bases)if they do not spawn the inside will be without lighting. Also unlike normal blocks, their bases 'walls' take much longer to mine and wear down durability very fast. As a check to make sure the base is enter-able, it must be in direct sunlight.
In all other respects they are similar to the brigand
(Possibility) if they find a nether portal they will enter it and put up bases in the nether.
Tell me what you all think of my ideas, and if I missed any obvious details please let me know.
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i think the bandit would be obnoxious, singly because i wouldn't want my house destroyed over and over again, i'm fine with them entering and taking my valuables, but them blowing it up with TNT would probably make me ragequit for a good month, 'cause i put a lot of effort into it
I am just a guy looking for good suggestions that are original, creative, and match the theme of Mine-craft. I have some mob ideas that I need help forming which is a community project.
i think the bandit would be obnoxious, singly because i wouldn't want my house destroyed over and over again, i'm fine with them entering and taking my valuables, but them blowing it up with TNT would probably make me ragequit for a good month, 'cause i put a lot of effort into it
That's why it's for HARD difficulty. You know like difficult, not 'take slightly more damage from attacks'. It's intended for those who want a challange, not those who wanna build. Also they aren't ghasts, they don't spawn en-mass. They only spawn near their bases, but they'll 'explore' and pillage anything they find.
Quote from BugattiVeyron19 »
Those ideas are awesome but maybe a bit hard to code and program for the mobs
Just need to create an inverted code that causes them to 'Gravitate' near unnatural substances, and to 'investigate' interactive items (Furnaces, chests, doors, levers, etc.).
Quote from joper34 »
whats the point of chests en door then?
or whats the point at making a house you can just stand there al night the results will be the same.
It prevents low-end mobs from being able to access them. You shouldn't be able to be completely safe just by sticking a door up.
Quote from Mt.popsicle »
Too many problems that need to be fixed.
What are those problems?
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Hostile mobs:
(Normal difficulty and up)
Brigands are highway men and are abnormally smart for common mobs. They gravitate towards light sources (ignoring sunlight and lava). If they encounter a chest in (plain) sight they will steal it's contents (and will drop them on death).
When encountering a player, a prompt will appear with them asking for a item of moderate to high value (gold, diamond, redstone, etc.) and if you do not pay them they will attack you. If you choose to pay them off they will become passive (unless attacked) for the rest of the day/night cycle, if you encounter them after that they will demand more payment.
If they are chasing a player they will open doors (or push buttons connected to doors), and will destroy blocks if they cannot path find around them (So long as they have aggro on the player). On the off chance you get killed by them, you will lose everything in your inventory and instead of warping back to spawn you will respawn at the location of death (the brigands will be teleported elsewhere) and the time of day will shift equal of 5 minutes of gameplay.
Due to brigand's humanoid nature they will be attacked by and will actively attack other mobs (maybe even other groups of brigades).
Brigands can only spawn on areas above sea level and only in areas with light level above 3 (Therefore hard to make a monster grinder out of). They also will not spawn closer then 48 blocks of the player. Brigands also do not despawn like typical mobs, when you leave the chunk they are in they will be converted into block form and stored until you go near the chunk again.
(Hard difficulty and up(?))
They also may spawn with flint and tinder and/or a block of TNT (About a 33% chance of the group having flint& tinder, and about a 15% chance of them having TNT). If they have found a non-natural structure they will destroy it after seeking out any valuables (they will auto-detect any nearby chests or furnaces for example) they will use them depending on the situation (they will ignite wood or other burnable blocks, or place tnt in the case of a construct like cobblestone). If they did not spawn with either of those two items they will instead destroy light sources in the house.
If encountered by the player they will attack on sight unlike the brigades, if the player is 'killed' they will lose all their items and will respawn at the place of death at night.
If they come across a pressure plate, it runs a check to see if the 8 adjacent blocks are the same type as the plate, if not they will avoid it (or break it if they cannot find another way). If they are encountered when ransacking a house they will attempt to ambush the player.
Unlike all previous mobs, they operate from 'hideouts' They only can spawn in these rareish buildings (Which only spawn above sea level, and having a chance of also appearing in above sea-level caves). Any items they have stolen will appear in them (and some they have not, like a dungeon). Unlike a mob spawner in a dungeon, it uses traps; For simplicity's sake they do not require redstone wiring to work and simply attribute a button/plate/lever to a trap. Traps can range from dispensers, to pitfalls, to tnt, to lava. Depending on the size and difficulty of the hide out the chests will have better contents. When you come across them there is a chance bandits will automatically spawn inside (greater chances occurring for larger bases)if they do not spawn the inside will be without lighting. Also unlike normal blocks, their bases 'walls' take much longer to mine and wear down durability very fast. As a check to make sure the base is enter-able, it must be in direct sunlight.
In all other respects they are similar to the brigand
(Possibility) if they find a nether portal they will enter it and put up bases in the nether.
Tell me what you all think of my ideas, and if I missed any obvious details please let me know.
Are my ideas too complex for mobs? I would at least like some feedback even if it's just "It's too complex for minecraft."
I'll still add any more ideas that I think of later on.
This boards BBcode for spoilers doesn't expand/compact the contents which makes it obnoxious to read. Remove these codes and use sectional headers using [size] and [center] codes.
Also adding a TOC couldn't hurt, simply use [goto "alias"] tags and tags.
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That's why it's for HARD difficulty. You know like difficult, not 'take slightly more damage from attacks'. It's intended for those who want a challange, not those who wanna build. Also they aren't ghasts, they don't spawn en-mass. They only spawn near their bases, but they'll 'explore' and pillage anything they find.
Just need to create an inverted code that causes them to 'Gravitate' near unnatural substances, and to 'investigate' interactive items (Furnaces, chests, doors, levers, etc.).
It prevents low-end mobs from being able to access them. You shouldn't be able to be completely safe just by sticking a door up.
What are those problems?